Mightier

Last updated
Mightier
Industry Behavioral Health
Founded2016;8 years ago (2016)
Headquarters,
Key people
Dr. Jason Kahn, (Chief Science Officer), Craig Lund, (CEO), Trevor Stricker, (Co-Founder)
Website mightier.com

Mightier is an American company which produces a bio-responsive video game platform, also called Mightier, that helps children learn to manage their emotions. [1] [2]

Contents

History

Mightier was developed and tested at Boston Children's Hospital and Harvard Medical School to give kids a safe place to practice emotional regulation, develop coping skills, and build the emotional muscle memory they need to respond to life's challenges. [3]

It began as a research program at Boston Children's Hospital in 2009 and became the independent entity, Neuromotion Labs in 2014. The Mighteor product was released in 2017, and renamed Mightier in 2018. [3] The program is highly regarded by parents for children with autism, ADHD, ADD, ODD, anxiety, and other emotional regulation challenges. [4]

The company works with popular video game developers to add the Mightier emotional learning layer to the games to keep kids engaged and learning. To date, more than 2.5 million games have been played with Mightier.

Funding

The company has raised $30 million in venture financing and closed a series B in 2021 with participation from Sony Innovation Fund, DigiTX and PBJ Capital. [5]

Services

Mightier offers a library of biofeedback mobile video games and shared family activities to help kids 6-12 build the skill of emotional regulation. [6] [7]

Games [8]

Awards and recognition

See also

Related Research Articles

<span class="mw-page-title-main">Mood swing</span> Extreme or rapid change in mood

A mood swing is an extreme or sudden change of mood. Such changes can play a positive part in promoting problem solving and in producing flexible forward planning, or be disruptive. When mood swings are severe, they may be categorized as part of a mental illness, such as bipolar disorder, where erratic and disruptive mood swings are a defining feature.

Developmental disorders comprise a group of psychiatric conditions originating in childhood that involve serious impairment in different areas. There are several ways of using this term. The most narrow concept is used in the category "Specific Disorders of Psychological Development" in the ICD-10. These disorders comprise developmental language disorder, learning disorders, motor disorders, and autism spectrum disorders. In broader definitions ADHD is included, and the term used is neurodevelopmental disorders. Yet others include antisocial behavior and schizophrenia that begins in childhood and continues through life. However, these two latter conditions are not as stable as the other developmental disorders, and there is not the same evidence of a shared genetic liability.

<span class="mw-page-title-main">Social skills</span> Competence facilitating interaction and communication with others

A social skill is any competence facilitating interaction and communication with others where social rules and relations are created, communicated, and changed in verbal and nonverbal ways. The process of learning these skills is called socialization. Lack of such skills can cause social awkwardness.

<span class="mw-page-title-main">Boston Children's Hospital</span> Hospital in Massachusetts, U.S.

Boston Children's Hospital is a nationally ranked, freestanding acute care children's hospital located in Boston, Massachusetts, adjacent both to its teaching affiliate, Harvard Medical School, and to Dana–Farber Cancer Institute. Dana–Farber and Children's jointly operate the Dana–Farber/Boston Children's Cancer and Blood Disorders Center to deliver comprehensive care for all types of childhood cancers. The hospital is home to the largest hospital-based pediatric research program in the world. The hospital features 485 pediatric beds and provides comprehensive pediatric specialties and subspecialties to infants, children, teens, and young adults aged 0–21 throughout Massachusetts, the United States, and the world. The hospital also sometimes treats adults that require pediatric care. The hospital uses the Brigham and Women's Hospital's rooftop helipad and is an ACS verified level I pediatric trauma center, one of three in Boston. The hospital features a regional pediatric intensive-care unit and an American Academy of Pediatrics verified level IV neonatal intensive care unit.

<span class="mw-page-title-main">Hyperfocus</span> Intense form of mental concentration

Hyperfocus is an intense form of mental concentration or visualization that focuses consciousness on a subject, topic, or task. In some individuals, various subjects or topics may also include daydreams, concepts, fiction, the imagination, and other objects of the mind. Hyperfocus on a certain subject can cause side-tracking away from assigned or important tasks.

In medicine and psychology, emotional lability is a sign or symptom typified by exaggerated changes in mood or affect in quick succession. Sometimes the emotions expressed outwardly are very different from how the person feels on the inside. These strong emotions can be a disproportionate response to something that happened, but other times there might be no trigger at all. The person experiencing emotional lability usually feels like they do not have control over their emotions. For example, someone might cry uncontrollably in response to any strong emotion even if they do not feel sad or unhappy.

<span class="mw-page-title-main">Play therapy</span> Childrens mental health therapy method

Play therapy refers to a range of methods of capitalising on children's natural urge to explore and harnessing it to meet and respond to the developmental and later also their mental health needs. It is also used for forensic or psychological assessment purposes where the individual is too young or too traumatised to give a verbal account of adverse, abusive or potentially criminal circumstances in their life.

Emotional dysregulation is characterized by an inability in flexibly responding to and managing emotional states, resulting in intense and prolonged emotional reactions that deviate from social norms, given the nature of the environmental stimuli encountered. Such reactions not only deviate from accepted social norms but also surpass what is informally deemed appropriate or proportional to the encountered stimuli.

<span class="mw-page-title-main">Stimming</span> Repetitive self-stimulatory behaviour common in neurodevelopmental disorders

Self-stimulatory behavior, also known as "stimming" and self-stimulation, is the repetition of physical movements, sounds, words, moving objects, or other behaviors. Such behaviors are found to some degree in all people, especially those with developmental disabilities such as ADHD, as well as autistic people. People diagnosed with sensory processing disorder are also known to potentially exhibit stimming behaviors.

Emotional and behavioral disorders refer to a disability classification used in educational settings that allows educational institutions to provide special education and related services to students who have displayed poor social and/or academic progress.

In human development, muteness or mutism is defined as an absence of speech, with or without an ability to hear the speech of others. Mutism is typically understood as a person's inability to speak, and commonly observed by their family members, caregivers, teachers, doctors or speech and language pathologists. It may not be a permanent condition, as muteness can be caused or manifest due to several different phenomena, such as physiological injury, illness, medical side effects, psychological trauma, developmental disorders, or neurological disorders. A specific physical disability or communication disorder can be more easily diagnosed. Loss of previously normal speech (aphasia) can be due to accidents, disease, or surgical complication; it is rarely for psychological reasons.

Child and adolescent psychiatry is a branch of psychiatry that focuses on the diagnosis, treatment, and prevention of mental disorders in children, adolescents, and their families. It investigates the biopsychosocial factors that influence the development and course of psychiatric disorders and treatment responses to various interventions. Child and adolescent psychiatrists primarily use psychotherapy and/or medication to treat mental disorders in the pediatric population.

Social thinking or thinking socially refers to a methodology created by Michelle Garcia Winner; it is described as a piece we all go through in our minds as we try to make sense of our others’ thoughts, feelings, and intentions in a situation, whether we are merely present, actively interacting, or observing (noticing) what is happening from a distance. Our ability to think socially is part of social learning that begins at birth and evolves across our lifetime. Social thinking in this context is also referred to as social cognition.

Autism-friendly means being aware of social engagement and environmental factors affecting people on the autism spectrum, with modifications to communication methods and physical space to better suit individual's unique and special needs.

"A.D.H.D" is a song by American rapper Kendrick Lamar from his debut studio album, Section.80 (2011). The song was produced by frequent collaborator and Top Dawg in-house producer Sounwave, of Digi+Phonics.

The relationships between digital media use and mental health have been investigated by various researchers—predominantly psychologists, sociologists, anthropologists, and medical experts—especially since the mid-1990s, after the growth of the World Wide Web. A significant body of research has explored "overuse" phenomena, commonly known as "digital addictions", or "digital dependencies." These phenomena manifest differently in many societies and cultures. Some experts have investigated the benefits of moderate digital media use in various domains, including in mental health, and the treatment of mental health problems with novel technological solutions.

Ecological grief, or in particular climate grief, refers to the sense of loss that arises from experiencing or learning about environmental destruction or climate change. Environmental grief can be defined as "the grief reaction stemming from the environmental loss of ecosystems by natural and man-made events." Another definition is "the grief felt in relation to experienced or anticipated ecological losses, including the loss of species, ecosystems, and meaningful landscapes due to acute or chronic environmental change." For example, scientists witnessing the decline of Australia's Great Barrier Reef report experiences of anxiety, hopelessness, and despair. Groups impacted heavily also include young people feeling betrayal from lack of environmental action by governments and indigenous communities losing their livelihoods.

Wendy Ross is an American developmental and behavioral pediatrician with a specific focus on autism. Ross founded Autism Inclusion Resources, a non-profit organization to help children with autism participate in everyday activities in their communities. Currently, Ross serves as the director of the new Center for Autism and Neurodiversity at Jefferson Health and Thomas Jefferson University.

Tanya Elizabeth Froehlich is an American pediatrician. She is an associate professor of developmental and behavioral pediatrics at the University of Cincinnati and Cincinnati Children's Hospital Medical Center. Froehlich's research focus is to help doctors properly prescribe ADHD medication for children and focus on how marginalized and disadvantaged youth deal with ADHD compared to their wealthier companions.

References

  1. Szkutak, Rebecca (22 May 2018). "More Fears and Tears? Mightier Creates An Emotional Playground For Children". americaninno.com. Retrieved 11 July 2018.
  2. LeFebvre, Rob (4 March 2018). "Mightier is helping calm kids down through mobile games". engadget.com. Retrieved 11 July 2018.
  3. 1 2 Frye, Devon (21 July 2017). "New Video Games May Teach Children Emotional Control". additudemag.com. Retrieved 11 July 2018.
  4. "Mightier Review -The Emotional Regulation Tool for Autism & ADHD". The Mom Kind. 2020-04-08. Retrieved 2020-05-03.
  5. "Mightier Raises $17 Million to Support Growing Number of Kids Struggling with Emotional Health due to Pandemic". 13 December 2021. Retrieved 13 December 2021.
  6. Rebelo, Ricardo (25 April 2018). "Mightier' Teaches Children Emotional Control Through Gaming". geekdad.com. Retrieved 11 July 2018.
  7. Mazerall, Laura (2 May 2018). "A Mightier Interview: Bioresponsive Games for Emotional Kids". geekdad.com. Retrieved 11 July 2018.
  8. "Our games". Mightier. Retrieved 2022-06-02.
  9. "Mightier uses the power of video games to help kids 6-14 struggling with anxiety and controlling emotions build emotional strength and resilience". accelerator.childrenshospital.org. 2 May 2018. Retrieved 11 July 2018.
  10. "Building emotional strength with Mighteor: Will's story". vector.childrenshospital.org. 2 May 2018. Retrieved 11 July 2018.
  11. "2018 Winners | Eco-Excellence Awards". www.ecoexcellenceawards.com. Retrieved 2018-09-28.
  12. "Mightier - Best for Kids". NAPPA Awards. Retrieved 2022-02-07.